Projectile: Difference between revisions
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!Character!!Projectiles!!Reflectable!!Absorbable!!Unique/Special Properties | !Character!!Projectiles!!Reflectable!!Absorbable!!Unique/Special Properties | ||
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|[[Bayonetta]]||[[Bullet Climax]]||{{y}}||{{n}}||Chargeable, | |[[Bayonetta]]||[[Bullet Climax]]||{{y}}||{{n}}||Chargeable, though that only affects the first two shots. Pressing the special move button repeatedly causes her to continue firing. | ||
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|[[Bowser]]||[[Fire Breath]]||{{y}}||{{y}}||Size and length decreases as Bowser continues to breathe, releasing the move | |[[Bowser]]||[[Fire Breath]]||{{y}}||{{y}}||Size and length decreases as Bowser continues to breathe, and releasing the special move button causes the move to passively charge up over time | ||
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|rowspan="3"|[[Bowser Jr.]]||[[Mechakoopa]]||{{y}}||{{n}}|| | |rowspan="3"|[[Bowser Jr.]]||[[Mechakoopa]]||{{y}}||{{n}}|| | ||
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|[[Abandon Ship!]]||{{n}}||{{n}}||The Clown Car becomes a projectile after abandoned. | |[[Abandon Ship!]]||{{n}}||{{n}}||The Clown Car becomes a projectile after being abandoned. | ||
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|[[Clown Cannon]]||{{y}}||{{n}}|| | |[[Clown Cannon]]||{{y}}||{{n}}|| | ||
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|rowspan="2"|[[Daisy]]||[[Toad]]||{{y}}||{{y}}||The spores produced on a successful counterattack are projectiles. | |rowspan="2"|[[Daisy]]||[[Toad]]||{{y}}||{{y}}||The spores produced on a successful counterattack are projectiles. | ||
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|[[Vegetable]]||{{y}}||{{n}}||Produces a vegetable item, and rarely [[Bob-omb]]s | |[[Vegetable]]||{{y}}||{{n}}||Produces a vegetable item, and rarely [[Bob-omb]]s or [[Mr. Saturn]]s. | ||
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|[[Dark Pit]]||[[Silver Bow]]||{{y}}||{{y}}||Chargeable and controllable. Can be held for a slightly limited time, and can be aimed up. | |[[Dark Pit]]||[[Silver Bow]]||{{y}}||{{y}}||Chargeable and controllable. Can be held for a slightly limited time, and can be aimed up. | ||
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|{{b|Banana Peel|move}}||{{y}}||{{n}}||Produces a [[Banana Peel]]. | |{{b|Banana Peel|move}}||{{y}}||{{n}}||Produces a [[Banana Peel]]. | ||
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|[[Rocketbarrel Boost]] (when the barrels come off)||{{y}}||{{n}}{{GameIcon|SSBB}}<br>{{y}}{{GameIcon|SSB4}}||Has a random trajectory. Cannot be shielded. The barrels explode when crashing into the stage, which can be absorbed in ''SSB4'' | |[[Rocketbarrel Boost]] (when the barrels come off)||{{y}}||{{n}}{{GameIcon|SSBB}}<br>{{y}}{{GameIcon|SSB4}}||Has a random trajectory. Cannot be shielded. The barrels explode when crashing into the stage, which can be absorbed in ''SSB4''. | ||
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|[[Dr. Mario]]||[[Megavitamins]]||{{y}}||{{y}}{{GameIcon|SSBM}}<br>{{n}}{{GameIcon|SSB4}}||Affected by gravity, bounces on the ground. | |[[Dr. Mario]]||[[Megavitamins]]||{{y}}||{{y}}{{GameIcon|SSBM}}<br>{{n}}{{GameIcon|SSB4}}||Affected by gravity, and bounces on the ground. | ||
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|rowspan="3"|[[Duck Hunt]]||[[Trick Shot]]||{{y}}||{{y}}||Can be launched higher and/or farther by pressing the special move button repeatedly. Explodes after a while, or if it hits an enemy. The explosion alone can be absorbed, but the hit right before it cannot. | |rowspan="3"|[[Duck Hunt]]||[[Trick Shot]]||{{y}}||{{y}}||Can be launched higher and/or farther by pressing the special move button repeatedly. Explodes after a while, or if it hits an enemy. The explosion alone can be absorbed, but the hit right before it cannot. | ||
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|[[Wild Gunman]]||{{y}}||{{n}}|| | |[[Wild Gunman]]||{{y}}||{{n}}|| | ||
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|rowspan="2"|[[Falco]]||{{b|Blaster|Falco}}||{{y}}||{{y}}||Follows straight trajectory | |rowspan="2"|[[Falco]]||{{b|Blaster|Falco}}||{{y}}||{{y}}||Follows a straight trajectory, and causes flinching. The lasers are also used in his back, up, and down throws, and can also be reflected and absorbed in said moves. | ||
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|[[Reflector (Falco)|Reflector]]||{{n}}{{GameIcon|SSBB}}<br>{{y}}{{GameIcon|SSB4}}||{{n}}||Considered a projectile in ''Brawl'' and ''SSB4''. Reflectors do not affect the trajectory, but they will reflect the hitbox. | |[[Reflector (Falco)|Reflector]]||{{n}}{{GameIcon|SSBB}}<br>{{y}}{{GameIcon|SSB4}}||{{n}}||Considered a projectile in ''Brawl'' and ''SSB4''. Reflectors do not affect the trajectory, but they will reflect the hitbox. | ||
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|[[Fox]]||{{b|Blaster|Fox}}||{{y}}||{{y}}||Follows straight trajectory | |[[Fox]]||{{b|Blaster|Fox}}||{{y}}||{{y}}||Follows a straight trajectory, and does not cause [[flinch]]ing (except in ''Smash 64''). The lasers are also used in Fox's back, up and down throws from ''Melee'' onward, and can also be reflected and absorbed in said moves. | ||
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|rowspan="2"|[[Greninja]] ||[[Water Shuriken]]||{{y}}||{{n}}|| | |rowspan="2"|[[Greninja]] ||[[Water Shuriken]]||{{y}}||{{n}}|| | ||
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|[[Hydro Pump]]||{{y}}||{{n}}||Does not cause flinching. | |[[Hydro Pump]]||{{y}}||{{n}}||Does not cause flinching. | ||
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|rowspan="2"|[[Ice Climbers]]||[[Ice Shot]]||{{y}}||{{y}}{{GameIcon|SSBM}}<br>{{n}}{{GameIcon|SSBB}}||Bounces off shields, causing it to travel the other direction. Hugs the ground, following straight trajectory. | |rowspan="2"|[[Ice Climbers]]||[[Ice Shot]]||{{y}}||{{y}}{{GameIcon|SSBM}}<br>{{n}}{{GameIcon|SSBB}}||Bounces off shields, causing it to travel the other direction. Hugs the ground, following a straight trajectory. | ||
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|[[Blizzard]]||{{y}}||{{y}}|| | |[[Blizzard]]||{{y}}||{{y}}|| | ||
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|[[Inkling]]||[[Splat Bomb]]||{{y}}||{{y}}||A projectile that explodes after a fixed time. The bomb needs a certain amount of ink to be activated, | |[[Inkling]]||[[Splat Bomb]]||{{y}}||{{y}}||A projectile that explodes after a fixed time. The bomb needs a certain amount of ink to be activated, and if the Ink Tank does not have enough ink, Inkling cannot throw a bomb. Its trajectory can be controlled by how long the player holds the special button. | ||
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|[[Joker]]||[[Eiha/Eigaon]]||{{y}}||{{y}}||A slow moving projectile which does a small amount of damage when it connects, but deals | |[[Joker]]||[[Eiha/Eigaon]]||{{y}}||{{y}}||A slow-moving projectile which does a small amount of damage when it connects, but deals continuous damage for a short amount of time. | ||
With [[Arsene]] active, the move becomes Eigaon which covers more distance and travels faster. It also does more | With [[Arsene]] active, the move becomes Eigaon, which covers more distance and travels faster. It also does more continuous damage. | ||
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|rowspan="3"|[[Isabelle]]||[[Forward aerial]]||{{y}}||{{n}}||Fires a slingshot pellet. | |rowspan="3"|[[Isabelle]]||[[Forward aerial]]||{{y}}||{{n}}||Fires a slingshot pellet. | ||
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|[[Lloid Trap]]||{{y}}||{{n}}||Planted in the ground and shoots out vertically. Activates when someone steps over it. | |[[Lloid Trap]]||{{y}}||{{n}}||Planted in the ground and shoots out vertically. Activates when someone steps over it. | ||
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|[[Ken]]||[[Hadoken]]||{{y}}||{{y}}||A slow, blue energy projectile. Input Hadoken is larger and deals more damage | |[[Ken]]||[[Hadoken]]||{{y}}||{{y}}||A slow, blue energy projectile. Input Hadoken is larger and deals more damage. | ||
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|rowspan="4"|[[King Dedede]]||{{b|Inhale|King Dedede}} (spit-out character)||{{y}}||{{n}}||Spits in straight trajectory. | |rowspan="4"|[[King Dedede]]||{{b|Inhale|King Dedede}} (spit-out character)||{{y}}||{{n}}||Spits in a straight trajectory. | ||
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|[[Waddle Dee Toss]]||{{y}}/{{n}}||{{y}}/{{n}}||Affected by gravity, can be angled up or down and shortened or lengthened. Waddle Doos' Beam Whip can be reflected or absorbed, Gordos and thrown items can be reflected, while tossed Waddle Dees and Waddle Doos cannot. | |[[Waddle Dee Toss]]||{{y}}/{{n}}||{{y}}/{{n}}||Affected by gravity, and can be angled up or down, and shortened or lengthened. Waddle Doos' Beam Whip can be reflected or absorbed, Gordos and thrown items can be reflected, while tossed Waddle Dees and Waddle Doos cannot. | ||
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|[[Gordo Throw]]||{{y}}||{{n}}||Can be reflected by any attack | |[[Gordo Throw]]||{{y}}||{{n}}||Can be reflected by any attack that deals at least 2%. | ||
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|[[Super Dedede Jump]] (stars produced)||{{y}}||{{y}}|| | |[[Super Dedede Jump]] (stars produced)||{{y}}||{{y}}|| | ||
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|[[Crownerang]]||{{y}}||{{n}}||Tries to return to King K. Rool. | |[[Crownerang]]||{{y}}||{{n}}||Tries to return to King K. Rool. | ||
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|rowspan="3"|[[Kirby]]||{{b|Inhale|Kirby}} (spit-out character and swallow)||{{y}}||{{n}}||The character | |rowspan="3"|[[Kirby]]||{{b|Inhale|Kirby}} (spit-out character and swallow)||{{y}}||{{n}}||The character turned into a star will be shot out of Kirby's mouth in a straight trajectory in front of him if he spits that character out. If he swallows a character, the star will appear behind him with the same properties but with much shorter range. If reflected and it hits Kirby, he will keep his [[copy ability]], but the swallow animation will stop a few frames earlier. | ||
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|[[Final Cutter]] (shock wave)||{{y}}||{{y}}||Produces a wave after Kirby touches the ground, hugging it and following a straight trajectory. | |[[Final Cutter]] (shock wave)||{{y}}||{{y}}||Produces a wave after Kirby touches the ground, hugging it and following a straight trajectory. | ||
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|colspan="4"|May [[Inhale (Kirby)|copy]] another character's [[neutral special]] projectile. | |colspan="4"|May [[Inhale (Kirby)|copy]] another character's [[neutral special]] projectile. | ||
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|rowspan="5"|[[Link]]||[[Forward smash]]{{GameIcon|SSBU}}||{{y}}||{{y}}||Shoots a spinning {{s|zeldawiki|Sword Beam}} only comes out when Link is at 0% damage. | |rowspan="5"|[[Link]]||[[Forward smash]] {{GameIcon|SSBU}}||{{y}}||{{y}}||Shoots a spinning {{s|zeldawiki|Sword Beam}}, which only comes out when Link is at 0% damage. | ||
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|[[Boomerang]]/[[Gale Boomerang]]||{{y}}||{{n}}||Tries to return to Link. Can be angled. In ''Brawl'' and ''SSB4'', produces a [[windbox]] effect on return. | |[[Boomerang]]/[[Gale Boomerang]]||{{y}}||{{n}}||Tries to return to Link. Can be angled. In ''Brawl'' and ''SSB4'', it produces a [[windbox]] effect on return. | ||
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|{{b|Bomb|Link}}||{{y}}||{{n}}{{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSBB}}<br>{{y}}{{GameIcon|SSB4}}||Produces a [[Bomb]], which acts as an item. It explodes after | |{{b|Bomb|Link}}||{{y}}||{{n}}{{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSBB}}<br>{{y}}{{GameIcon|SSB4}}||Produces a [[Bomb]], which acts as an item. It explodes after seven seconds, and can deal self-damage. | ||
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|[[Bow]]/[[Hero's Bow]]||{{y}}||{{n}}||Can be charged, and held forever before releasing. The charge affects the firing speed and distance. Affected by gravity, stops moving when it hits the ground. | |[[Bow]]/[[Hero's Bow]]/[[Bow and Arrows]]||{{y}}||{{n}}||Can be charged, and held forever (or for three seconds in ''Ultimate'') before releasing. The charge affects the firing speed and distance. Affected by gravity, and stops moving when it hits the ground. In ''Ultimate'', arrows dropped on the ground or attached to a wall become throwable items, and two arrows can be fired at once if Link uses his neutral special while holding an arrow. | ||
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|[[Remote Bomb]]||{{y}}||{{y}}||A bomb that bounces off opponents and has to be detonated by pressing down special again. | |[[Remote Bomb]]||{{y}}||{{y}}||A bomb that bounces off opponents and has to be detonated by pressing down special again. Cannot be detonated when held or during special fall. | ||
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|rowspan="2"|[[Lucario]]||[[Aura Sphere]]||{{y}}||{{y}}||Waves up and down slightly; moves perfectly straight when fully charged. Can be held | |rowspan="2"|[[Lucario]]||[[Aura Sphere]]||{{y}}||{{y}}||Waves up and down slightly; moves perfectly straight when fully charged. Can be held indefinitely, which damages foes who touch the projectile. | ||
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|[[Force Palm]]'s aura||{{y}}||{{y}}|| | |[[Force Palm]]'s aura||{{y}}||{{y}}||Becomes a command grab instead at close range. | ||
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|rowspan="3"|[[Lucas]]||[[PK Freeze]]||{{y}}||{{y}}||Affected by gravity and can be tilted forward | |rowspan="3"|[[Lucas]]||[[PK Freeze]]||{{y}}||{{y}}||Affected by gravity, and can be tilted forward or backward. | ||
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|[[PK Fire]]||{{y}}||{{y}}||Travels | |[[PK Fire]]||{{y}}||{{y}}||Travels directly forward, and disappears after about 3/8 of the way across [[Final Destination]]. | ||
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|[[PK Thunder]]||{{y}}||{{y}}||Controllable. | |[[PK Thunder]]||{{y}}||{{y}}||Controllable. | ||
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|rowspan="2"|[[Luigi]]||[[Fireball]]||{{y}}||{{y}}||Follows straight trajectory. | |rowspan="2"|[[Luigi]]||[[Fireball]]||{{y}}||{{y}}||Follows a straight trajectory. | ||
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|[[Grab aerial]] (after the plunger is shot out)||{{n}}||{{n}}||Travels | |[[Grab aerial]] (after the plunger is shot out)||{{n}}||{{n}}||Travels downward. The hitbox is active until the plunger either hits the ground or disappears. | ||
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|rowspan="2"|[[Mario]]||[[Fireball]]||{{y}}||{{y}}||Affected by gravity, bounces on the ground. | |rowspan="2"|[[Mario]]||[[Fireball]]||{{y}}||{{y}}||Affected by gravity, and bounces on the ground. | ||
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|[[F.L.U.D.D.]]||{{y}}||{{n}}||[[Push]]es opponents | |[[F.L.U.D.D.]]||{{y}}||{{n}}||[[Push]]es opponents while not inflicting any damage. Can be tilted up or down. | ||
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|rowspan="7"|[[Mega Man]]||[[Neutral attack]], [[forward tilt]] and [[neutral aerial]]||{{y}}||{{y}}||Fires up to three shots. | |rowspan="7"|[[Mega Man]]||[[Neutral attack]], [[forward tilt]] and [[neutral aerial]]||{{y}}||{{y}}||Fires up to three shots. | ||
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|[[Chakram]]||{{y}}||{{n}}|| | |[[Chakram]]||{{y}}||{{n}}|| | ||
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|[[Mr. Game & Watch]]||[[Chef]]||{{y}}||{{y}}{{GameIcon|SSBM}}<br>{{n}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}||Random trajectory. In ''Brawl'', the projectiles created by Kirby copying this move can be absorbed, unlike the Mr. Game & Watch version. | |rowspan="3"|[[Mr. Game & Watch]]||[[Chef]]||{{y}}||{{y}}{{GameIcon|SSBM}}<br>{{n}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}}||Random trajectory. In ''Brawl'', the projectiles created by Kirby copying this move can be absorbed, unlike the Mr. Game & Watch version. | ||
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|[[Forward aerial]] {{GameIcon|SSBU}}||{{y}}||{{y}}||Travels directly downward, and activates after either half a second or upon contact with the stage. | |||
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|[[Up aerial]] {{GameIcon|SSBU}}||{{y}}||{{n}}||Hits opponents repeatedly and pushes them upward. | |||
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|rowspan="3"|[[Ness]]||[[PK Flash]]||{{y}}||{{y}}||Affected by gravity and can be tilted forward and backwards. | |rowspan="3"|[[Ness]]||[[PK Flash]]||{{y}}||{{y}}||Affected by gravity and can be tilted forward and backwards. | ||
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|[[PK Fire]]||{{y}}||{{y}}||Creates gravity-affected fire pillar on impact | |[[PK Fire]]||{{y}}||{{y}}||Creates gravity-affected fire pillar on impact. Trajectory changes when used in midair. | ||
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|[[PK Thunder]]||{{y}}||{{y}}||Controllable. | |[[PK Thunder]]||{{y}}||{{y}}||Controllable. | ||
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|rowspan="3"|[[Olimar]]||All smash attacks||{{y}}||{{n}}||rowspan="3"|All of Olimar's Pikmin | |rowspan="3"|[[Olimar]]||All smash attacks||{{y}}||{{n}}||rowspan="3"|All of Olimar's Pikmin attacks—namely, his [[smash attack]]s, directional [[aerial]]s, [[grab]]s, [[throw]]s, [[Pikmin Chain]] in ''Brawl'', and [[Pikmin Throw]]—are considered projectiles due to the Pikmin being the active object, not Olimar. | ||
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|[[Pikmin Throw]]||{{y}}||{{n}} | |[[Pikmin Throw]]||{{y}}||{{n}} | ||
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|[[Fire Hydrant]]||{{y}}||{{n}}||Reflectable while airborne. Water produced by the hydrant is also reflectable. | |[[Fire Hydrant]]||{{y}}||{{n}}||Reflectable while airborne. Water produced by the hydrant is also reflectable. | ||
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|rowspan="3"|[[Palutena]]||[[Autoreticle]]||{{y}}||{{y}}||Targets opponents; | |rowspan="3"|[[Palutena]]||[[Autoreticle]]||{{y}}||{{y}}||Targets opponents; does not fire any projectiles if there are no targets in range. | ||
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|[[Explosive Flame]]||{{y}}||{{y}}||Produces a multi-hitting explosion a set distance away from Palutena. | |[[Explosive Flame]]||{{y}}||{{y}}||Produces a multi-hitting explosion a set distance away from Palutena. | ||
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|rowspan="2"|[[Peach]]||[[Toad]]||{{y}}||{{y}}||The spores produced on a successful counterattack are projectiles. | |rowspan="2"|[[Peach]]||[[Toad]]||{{y}}||{{y}}||The spores produced on a successful counterattack are projectiles. | ||
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|[[Vegetable]]||{{y}}||{{n}}||Produces a vegetable item, and rarely [[Bob-omb]]s, [[Mr. Saturn]]s, or [[Beam Sword]]s. | |[[Vegetable]]||{{y}}||{{n}}||Produces a vegetable item, and rarely [[Bob-omb]]s, [[Mr. Saturn]]s, or in ''Melee'' and ''Brawl'', [[Beam Sword]]s. | ||
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|rowspan="2"|[[Pichu]]||[[Thunder Jolt]]||{{y}}||{{y}}||Causes 1% [[recoil damage]]. Hugs the stage. | |rowspan="2"|[[Pichu]]||[[Thunder Jolt]]||{{y}}||{{y}}||Causes 1% [[recoil damage]] (0.7% in ''Ultimate''). Hugs the stage. | ||
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|{{b|Thunder|Pokémon}}||{{y}}||{{y}}||Causes 3% recoil damage if the bolt hits Pichu. | |{{b|Thunder|Pokémon}}||{{y}}||{{y}}||Causes 3% recoil damage (3.5% in ''Ultimate'') if the bolt hits Pichu. | ||
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|rowspan="2"|[[Pikachu]]||[[Thunder Jolt]]||{{y}}||{{y}}||Hugs the stage, can travel up walls, along ceilings, and below the edge (except in SSB). Has diagonal trajectory in the air. | |rowspan="2"|[[Pikachu]]||[[Thunder Jolt]]||{{y}}||{{y}}||Hugs the stage, can travel up walls, along ceilings, and below the edge (except in SSB). Has a diagonal trajectory in the air. | ||
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|{{b|Thunder|Pokémon}}||{{y}}||{{y}}||Cannot go through platforms above Pikachu. | |{{b|Thunder|Pokémon}}||{{y}}||{{y}}||Cannot go through platforms above Pikachu. | ||
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|rowspan="2"|[[Piranha Plant]]||[[Ptooie]]||{{y}}||{{ | |rowspan="2"|[[Piranha Plant]]||[[Ptooie]]||{{y}}||{{n}}|| | ||
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|[[Poison Breath]]||{{y}}||{{ | |[[Poison Breath]]||{{y}}||{{y}}|| | ||
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|[[Pit]]||[[Palutena Bow]]||{{y}}||{{y}}||Chargeable and controllable. Can be held for a limited time, and can be aimed up. | |[[Pit]]||[[Palutena Bow]]||{{y}}||{{y}}||Chargeable and controllable. Can be held for a limited time, and can be aimed up. | ||
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|[[Bullet Seed]] ([[Ivysaur]])||{{y}}||{{n}}||Can be held for limited time. | |[[Bullet Seed]] ([[Ivysaur]])||{{y}}||{{n}}||Can be held for limited time. | ||
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|[[Razor Leaf]] (Ivysaur)||{{y}}||{{n}}|| | |[[Razor Leaf]] (Ivysaur)||{{y}}||{{n}}||Goes farther if the control stick is flicked. | ||
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|[[Water Gun]] ([[Squirtle]])||{{y}}||{{n}}||When charged, [[push]]es opponents and does no damage unless uncharged. Can be tilted up and down. | |[[Water Gun]] ([[Squirtle]])||{{y}}||{{n}}||When charged, [[push]]es opponents and does no damage unless uncharged. Can be tilted up and down. | ||
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|rowspan="3"|[[Richter]]||[[Axe]]||{{y}}||{{n}}||Travels in a parabolic arc. | |rowspan="3"|[[Richter]]||[[Axe]]||{{y}}||{{n}}||Travels in a parabolic arc. | ||
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|[[Cross]]||{{y}}||{{n}}||Tries to return to Richter. Goes farther by flicking the | |[[Cross]]||{{y}}||{{n}}||Tries to return to Richter. Goes farther by flicking the control stick | ||
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|[[Holy Water]]||{{n}}||{{y}}||Drops diagonally downwards. Can be caught and used as a regular [[item]] that can be used against Richter. | |[[Holy Water]]||{{n}}||{{y}}||Drops diagonally downwards. Can be caught and used as a regular [[item]] that can be used against Richter. | ||
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|[[Ridley]]||[[Plasma Breath]]||{{y}}||{{y}}|| | |[[Ridley]]||[[Plasma Breath]]||{{y}}||{{y}}||Consists of five projectiles that increase in size and damage when charged. Affected by gravity, bounces on the ground. | ||
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|rowspan="2"|[[R.O.B.]]||[[Robo Beam]]||{{y}}||{{y}}||Can reflect off surfaces at certain angles, can be tilted up and down. Charges automatically. | |rowspan="2"|[[R.O.B.]]||[[Robo Beam]]||{{y}}||{{y}}||Can reflect off surfaces at certain angles, can be tilted up and down. Charges automatically. | ||
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|[[Ryu]]||[[Hadoken]]||{{y}}||{{y}}||A slow, blue energy projectile. Input Hadoken is larger and deals more damage. Shakunetsu Hadoken is orange, fiery, and deals multiple hits. | |[[Ryu]]||[[Hadoken]]||{{y}}||{{y}}||A slow, blue energy projectile. Input Hadoken is larger and deals more damage. Shakunetsu Hadoken is orange, fiery, and deals multiple hits. | ||
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|rowspan="3"|[[Samus]]||[[Charge Shot]]||{{y}}||{{y}}||Follows straight trajectory; chargeable. In ''Smash 64'', it can go on for an infinite distance. From ''Melee'' onward, it will disappear if it doesn't hit anything for a few seconds. In ''Ultimate'', the move can now be charged in midair, or be cancelled by jumping or air dodging. | |rowspan="3"|[[Samus]]||[[Charge Shot]]||{{y}}||{{y}}||Follows straight trajectory; chargeable. In ''Smash 64'', it can go on for an infinite distance. From ''Melee'' onward, it will disappear if it doesn't hit anything for a few seconds. In ''Ultimate'', the move can now be charged in midair, or be cancelled by jumping or air dodging, as with other chargeable moves. | ||
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|[[Missile]]||{{y}}||{{n}}||Can fire a homing missile or super missile. | |[[Missile]]||{{y}}||{{n}}||Can fire a homing missile or super missile. | ||
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|[[Burst Grenade]]||{{y}}||{{y}}||Only the explosion can be absorbed. | |[[Burst Grenade]]||{{y}}||{{y}}||Only the explosion can be absorbed. | ||
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|rowspan="7"|[[Snake]]||[[Hand Grenade]]||{{y}}||{{n}}||Can be picked up, grenade itself does not cause flinching and can be tilted forward and | |rowspan="7"|[[Snake]]||[[Hand Grenade]]||{{y}}||{{n}}{{GameIcon|SSBB}}<br>{{y}}{{GameIcon|SSBU}}||Can be picked up, grenade itself does not cause flinching and can be tilted forward and backward (when tilted backwards it will fall next to Snake). Can also injure the user. Detonates after few seconds. Does not explode on contact. | ||
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|[[Remote Missile]]||{{y}}||{{n}}||Controllable. Shielding against it makes the user lose control of its trajectory. | |[[Remote Missile]]||{{y}}||{{n}}{{GameIcon|SSBB}}<br>{{y}}{{GameIcon|SSBU}}||Controllable. Shielding against it makes the user lose control of its trajectory. | ||
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|[[Cypher]] (once let go of)||{{y}}||{{n}}|| | |[[Cypher]] (once let go of)||{{y}}||{{n}}|| | ||
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|[[Up smash]]||{{y}}||{{n}}|| | |[[Up smash]]||{{y}}||{{n}}{{GameIcon|SSBB}}<br>{{y}}{{GameIcon|SSBU}}|| | ||
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|[[Down smash]] {{gameIcon|SSBB}}||{{n}}||{{n}}|| | |[[Down smash]] {{gameIcon|SSBB}}||{{n}}||{{n}}|| | ||
|- | |- | ||
|[[C4]]||{{n}}||{{n}}|| | |[[C4]]||{{n}}||{{n}}{{GameIcon|SSBB}}<br>{{y}}{{GameIcon|SSBU}}|| | ||
|- | |- | ||
|[[Taunt]]||{{y}}||{{n}}||Affected by gravity. Can be picked up by opponents (while Snake is still inside of it), though only {{ | |[[Taunt]]||{{y}}||{{n}}||Affected by gravity. Can be picked up by opponents (while Snake is still inside of it), though only {{SSBU|Donkey Kong}} can move around while holding it. | ||
|- | |- | ||
||[[Sonic]]||[[Spring Jump]] (aerial usage)||{{n}}||{{n}}|| | ||[[Sonic]]||[[Spring Jump]] (aerial usage)||{{n}}||{{n}}|| | ||
|- | |- | ||
|rowspan="3"|[[Toon Link]]||[[Hero's Bow]]||{{y}}||{{n}}||Can be charged, and held forever before releasing. The charge affects the firing speed and distance. | |rowspan="3"|[[Toon Link]]||[[Hero's Bow]]||{{y}}||{{n}}||Can be charged, and held forever (three seconds in ''Ultimate'') before releasing. The charge affects the firing speed and distance. | ||
|- | |- | ||
|[[Boomerang]]||{{y}}||{{n}}||Tries to return to Toon Link. Can be angled. | |[[Boomerang]]||{{y}}||{{n}}||Tries to return to Toon Link. Can be angled. | ||
Line 297: | Line 301: | ||
|[[Back aerial]]||{{y}}||{{n}}||Fires a slingshot pellet. | |[[Back aerial]]||{{y}}||{{n}}||Fires a slingshot pellet. | ||
|- | |- | ||
|[[Lloid Rocket]]||{{y}}||{{y}}||Explodes after | |[[Lloid Rocket]]||{{y}}||{{y}}||Explodes after a while or after hitting an object. Explosion alone can be absorbed. | ||
|- | |- | ||
|[[Timber]] (cut tree and woodchip)||{{y}}||{{n}}|| | |[[Timber]] (cut tree and woodchip)||{{y}}||{{n}}|| | ||
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|rowspan="2"|[[Wii Fit Trainer]]||[[Sun Salutation]]||{{y}}||{{y}}||Also heals the user when fully charged. Can be absorbed immediately after charging is finished. | |rowspan="2"|[[Wii Fit Trainer]]||[[Sun Salutation]]||{{y}}||{{y}}||Also heals the user when fully charged. Can be absorbed immediately after charging is finished. | ||
|- | |- | ||
|[[Header]]||{{y}}||{{n}}||Shoots a soccer ball at a downward angle; acts as a melee attack in close ranges. | |[[Header]]||{{y}}||{{n}}||Shoots a soccer ball at a downward angle; acts as a melee attack in close ranges that can [[meteor smash]]. | ||
|- | |- | ||
|[[Wolf]]||{{b|Blaster|Wolf}}||{{y}}||{{y}}||Follows straight trajectory; acts as a melee attack in close ranges. | |[[Wolf]]||{{b|Blaster|Wolf}}||{{y}}||{{y}}||Follows straight trajectory; acts as a melee attack in close ranges. | ||
|- | |- | ||
|rowspan="2"|[[Yoshi]]||[[Egg Throw]]||{{y}}||{{n}}||Can be tilted forward, | |rowspan="2"|[[Yoshi]]||[[Egg Throw]]||{{y}}||{{n}}||Can be tilted forward, backward, up and down (when tilted backward the egg will go next to Yoshi). Holding down the special button will make the egg travel further. | ||
|- | |- | ||
|[[Yoshi Bomb]] (stars)||{{y}}||{{y}}|| | |[[Yoshi Bomb]] (stars)||{{y}}||{{y}}|| | ||
|- | |- | ||
|rowspan="3"|[[Young Link]]||[[Fire Bow]]||{{y}}||{{n}}||Can be charged, and held forever before releasing. The charge affects the firing speed and distance. | |rowspan="3"|[[Young Link]]||[[Fire Bow]]||{{y}}||{{n}}||Can be charged, and held forever (three seconds in ''Ultimate'') before releasing. The charge affects the firing speed and distance. | ||
|- | |- | ||
|[[Boomerang]]||{{y}}||{{n}}||Tries to return to Young Link. | |[[Boomerang]]||{{y}}||{{n}}||Tries to return to Young Link. | ||
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|{{b|Bomb|Link}}||{{y}}||{{n}}||Produces a bomb item. Explode after some seconds. Can damage the user. | |{{b|Bomb|Link}}||{{y}}||{{n}}||Produces a bomb item. Explode after some seconds. Can damage the user. | ||
|- | |- | ||
|rowspan="2"|[[Zelda]]||[[Din's Fire]]||{{y}}||{{y}}||Reflectors cannot affect the projectile as it is | |rowspan="2"|[[Zelda]]||[[Din's Fire]]||{{y}}||{{y}}||Reflectors cannot affect the projectile as it is traveling, but they will reflect the explosion. | ||
|- | |- | ||
|[[Phantom Slash]]||{{y}}||{{n}}|| | |[[Phantom Slash]]||{{y}}||{{n}}|| |
Revision as of 07:43, June 2, 2019
A projectile is an attack or object that operates independently of the character that used it. Common examples of projectiles include the Charge Shot, Blaster shots, and thrown items. Almost all projectiles can be reflected, while others can also be absorbed.
A majority of characters have at least one projectile attack, while some have two or even three, and for the most part, one these projectiles serves as the character's neutral special attack. It is considered a disadvantage to lack a projectile, as they can be very useful in both approaching and camping out opponents' approaches. Projectiles also cause the target to take hitlag while the user does not, which allows a few free frames of action.
As projectiles are (in general) considered indirect attacks, the vast majority of enemies in the Subspace Emissary resist them outside of any weak points they may have — in fact, only Porky, Meta Ridley, and Tabuu do not. Projectiles are also generally special moves executed with the B button, but since Brawl, some characters, such as Snake, Olimar, the Villager, and Mega Man, have standard attacks that are projectiles.
Projectiles used by characters
This table includes all non-Final Smash projectiles for every character, as well as some important properties of each. Note that, while a projectile may not be absorbable, that does not exclude the ability to be Pocketed.
Character | Projectiles | Reflectable | Absorbable | Unique/Special Properties |
---|---|---|---|---|
Bayonetta | Bullet Climax | Chargeable, though that only affects the first two shots. Pressing the special move button repeatedly causes her to continue firing. | ||
Bowser | Fire Breath | Size and length decreases as Bowser continues to breathe, and releasing the special move button causes the move to passively charge up over time | ||
Bowser Jr. | Mechakoopa | |||
Abandon Ship! | The Clown Car becomes a projectile after being abandoned. | |||
Clown Cannon | ||||
Cloud | Blade Beam | |||
Corrin | Dragon Fang Shot | Only the projectile attack can be absorbed. Can be charged to change size and damage. | ||
Daisy | Toad | The spores produced on a successful counterattack are projectiles. | ||
Vegetable | Produces a vegetable item, and rarely Bob-ombs or Mr. Saturns. | |||
Dark Pit | Silver Bow | Chargeable and controllable. Can be held for a slightly limited time, and can be aimed up. | ||
Dark Samus | Charge Shot | Follows straight trajectory; chargeable. Can be charged while on the ground or in midair. Fired at a lower elevation compared to Samus. | ||
Missile | Can fire a homing missile or super missile. | |||
Bomb | Detonates either instantly upon contact with an opponent. | |||
Diddy Kong | Peanut Popgun | Can be charged, which increases damage and speed while flattening the movement angle, but charging too much causes the move to fail. Can be grabbed and subsequently thrown as an item. The overcharge explosion in SSB4 cannot be reflected or absorbed. | ||
Banana Peel | Produces a Banana Peel. | |||
Rocketbarrel Boost (when the barrels come off) | Has a random trajectory. Cannot be shielded. The barrels explode when crashing into the stage, which can be absorbed in SSB4. | |||
Dr. Mario | Megavitamins | Affected by gravity, and bounces on the ground. | ||
Duck Hunt | Trick Shot | Can be launched higher and/or farther by pressing the special move button repeatedly. Explodes after a while, or if it hits an enemy. The explosion alone can be absorbed, but the hit right before it cannot. | ||
Clay Shooting | The clay pigeon is shot if the special move button is pressed, and the resulting explosion of the pigeon can be absorbed. If hit by an attack (including ones that normally would reflect projectiles), then it breaks automatically. | |||
Wild Gunman | ||||
Falco | Blaster | Follows a straight trajectory, and causes flinching. The lasers are also used in his back, up, and down throws, and can also be reflected and absorbed in said moves. | ||
Reflector | Considered a projectile in Brawl and SSB4. Reflectors do not affect the trajectory, but they will reflect the hitbox. | |||
Fox | Blaster | Follows a straight trajectory, and does not cause flinching (except in Smash 64). The lasers are also used in Fox's back, up and down throws from Melee onward, and can also be reflected and absorbed in said moves. | ||
Greninja | Water Shuriken | |||
Hydro Pump | Does not cause flinching. | |||
Ice Climbers | Ice Shot | Bounces off shields, causing it to travel the other direction. Hugs the ground, following a straight trajectory. | ||
Blizzard | ||||
Inkling | Splat Bomb | A projectile that explodes after a fixed time. The bomb needs a certain amount of ink to be activated, and if the Ink Tank does not have enough ink, Inkling cannot throw a bomb. Its trajectory can be controlled by how long the player holds the special button. | ||
Joker | Eiha/Eigaon | A slow-moving projectile which does a small amount of damage when it connects, but deals continuous damage for a short amount of time.
With Arsene active, the move becomes Eigaon, which covers more distance and travels faster. It also does more continuous damage. | ||
Isabelle | Forward aerial | Fires a slingshot pellet. | ||
Back aerial | Fires a slingshot pellet. | |||
Lloid Trap | Planted in the ground and shoots out vertically. Activates when someone steps over it. | |||
Ken | Hadoken | A slow, blue energy projectile. Input Hadoken is larger and deals more damage. | ||
King Dedede | Inhale (spit-out character) | Spits in a straight trajectory. | ||
Waddle Dee Toss | / | / | Affected by gravity, and can be angled up or down, and shortened or lengthened. Waddle Doos' Beam Whip can be reflected or absorbed, Gordos and thrown items can be reflected, while tossed Waddle Dees and Waddle Doos cannot. | |
Gordo Throw | Can be reflected by any attack that deals at least 2%. | |||
Super Dedede Jump (stars produced) | ||||
King K. Rool | Blunderbuss | Can be sucked back in, and be shot again in certain directions. | ||
Crownerang | Tries to return to King K. Rool. | |||
Kirby | Inhale (spit-out character and swallow) | The character turned into a star will be shot out of Kirby's mouth in a straight trajectory in front of him if he spits that character out. If he swallows a character, the star will appear behind him with the same properties but with much shorter range. If reflected and it hits Kirby, he will keep his copy ability, but the swallow animation will stop a few frames earlier. | ||
Final Cutter (shock wave) | Produces a wave after Kirby touches the ground, hugging it and following a straight trajectory. | |||
May copy another character's neutral special projectile. | ||||
Link | Forward smash | Shoots a spinning Sword Beam, which only comes out when Link is at 0% damage. | ||
Boomerang/Gale Boomerang | Tries to return to Link. Can be angled. In Brawl and SSB4, it produces a windbox effect on return. | |||
Bomb | Produces a Bomb, which acts as an item. It explodes after seven seconds, and can deal self-damage. | |||
Bow/Hero's Bow/Bow and Arrows | Can be charged, and held forever (or for three seconds in Ultimate) before releasing. The charge affects the firing speed and distance. Affected by gravity, and stops moving when it hits the ground. In Ultimate, arrows dropped on the ground or attached to a wall become throwable items, and two arrows can be fired at once if Link uses his neutral special while holding an arrow. | |||
Remote Bomb | A bomb that bounces off opponents and has to be detonated by pressing down special again. Cannot be detonated when held or during special fall. | |||
Lucario | Aura Sphere | Waves up and down slightly; moves perfectly straight when fully charged. Can be held indefinitely, which damages foes who touch the projectile. | ||
Force Palm's aura | Becomes a command grab instead at close range. | |||
Lucas | PK Freeze | Affected by gravity, and can be tilted forward or backward. | ||
PK Fire | Travels directly forward, and disappears after about 3/8 of the way across Final Destination. | |||
PK Thunder | Controllable. | |||
Luigi | Fireball | Follows a straight trajectory. | ||
Grab aerial (after the plunger is shot out) | Travels downward. The hitbox is active until the plunger either hits the ground or disappears. | |||
Mario | Fireball | Affected by gravity, and bounces on the ground. | ||
F.L.U.D.D. | Pushes opponents while not inflicting any damage. Can be tilted up or down. | |||
Mega Man | Neutral attack, forward tilt and neutral aerial | Fires up to three shots. | ||
Forward smash | ||||
Up aerial | Hits opponents repeatedly and pushes them upward. | |||
Down aerial | Meteor smashes opponents. | |||
Metal Blade | ||||
Crash Bomber | Can be passed from player to player much like a Gooey Bomb. Explosion can be absorbed. | |||
Leaf Shield | Can only be reflected when Mega Man fires the leaves. | |||
Mewtwo | Shadow Ball | Huge recoil when used fully charged. Waves up and down slightly. Can be held forever, and in Melee, it damages foes who touch the ball during charging. Small Shadow Balls are launched during Mewtwo's forward throw (which can also be absorbed). | ||
Disable | ||||
Mii Brawler | Shot Put | |||
Mii Gunner | Forward aerial | |||
Charge Blast | ||||
Laser Blaze | ||||
Grenade Launch | Can be charged for longer distance. The multi-hitting explosion can be absorbed, but the hit right before it cannot. | |||
Flame Pillar | ||||
Stealth Burst | Reflectors cannot affect the projectile as it is travelling, but they will reflect the explosion. | |||
Gunner Missile | ||||
Lunar Launch | ||||
Bomb Drop | Detonates instantly upon contact with an opponent. The explosion can be absorbed, but the hit right before it cannot. | |||
Mii Swordfighter | Gale Strike | |||
Shuriken of Light | ||||
Chakram | ||||
Mr. Game & Watch | Chef | Random trajectory. In Brawl, the projectiles created by Kirby copying this move can be absorbed, unlike the Mr. Game & Watch version. | ||
Forward aerial | Travels directly downward, and activates after either half a second or upon contact with the stage. | |||
Up aerial | Hits opponents repeatedly and pushes them upward. | |||
Ness | PK Flash | Affected by gravity and can be tilted forward and backwards. | ||
PK Fire | Creates gravity-affected fire pillar on impact. Trajectory changes when used in midair. | |||
PK Thunder | Controllable. | |||
Olimar | All smash attacks | All of Olimar's Pikmin attacks—namely, his smash attacks, directional aerials, grabs, throws, Pikmin Chain in Brawl, and Pikmin Throw—are considered projectiles due to the Pikmin being the active object, not Olimar. | ||
Pikmin Throw | ||||
All other Pikmin-based attacks | ||||
Pac-Man | Bonus Fruit | Effects change depending on the object thrown. All have a hurtbox which means they can take knockback. | ||
Fire Hydrant | Reflectable while airborne. Water produced by the hydrant is also reflectable. | |||
Palutena | Autoreticle | Targets opponents; does not fire any projectiles if there are no targets in range. | ||
Explosive Flame | Produces a multi-hitting explosion a set distance away from Palutena. | |||
Celestial Firework | Flies straight upward from the ground. | |||
Peach | Toad | The spores produced on a successful counterattack are projectiles. | ||
Vegetable | Produces a vegetable item, and rarely Bob-ombs, Mr. Saturns, or in Melee and Brawl, Beam Swords. | |||
Pichu | Thunder Jolt | Causes 1% recoil damage (0.7% in Ultimate). Hugs the stage. | ||
Thunder | Causes 3% recoil damage (3.5% in Ultimate) if the bolt hits Pichu. | |||
Pikachu | Thunder Jolt | Hugs the stage, can travel up walls, along ceilings, and below the edge (except in SSB). Has a diagonal trajectory in the air. | ||
Thunder | Cannot go through platforms above Pikachu. | |||
Piranha Plant | Ptooie | |||
Poison Breath | ||||
Pit | Palutena Bow | Chargeable and controllable. Can be held for a limited time, and can be aimed up. | ||
Pokémon Trainer | Flamethrower (Charizard) | Can be tilted up and down. Can be held forever, but fire length gradually decreases. | ||
Rock Smash fragments (Charizard) | ||||
Bullet Seed (Ivysaur) | Can be held for limited time. | |||
Razor Leaf (Ivysaur) | Goes farther if the control stick is flicked. | |||
Water Gun (Squirtle) | When charged, pushes opponents and does no damage unless uncharged. Can be tilted up and down. | |||
Richter | Axe | Travels in a parabolic arc. | ||
Cross | Tries to return to Richter. Goes farther by flicking the control stick | |||
Holy Water | Drops diagonally downwards. Can be caught and used as a regular item that can be used against Richter. | |||
Ridley | Plasma Breath | Consists of five projectiles that increase in size and damage when charged. Affected by gravity, bounces on the ground. | ||
R.O.B. | Robo Beam | Can reflect off surfaces at certain angles, can be tilted up and down. Charges automatically. | ||
Gyro | Produces a Gyro item. Has a hurtbox. | |||
Robin | Discarded Levin Sword and tomes | Discarded weapons act as projectiles and throwable items. | ||
Thunder | Properties change depending on charge level. | |||
Arcfire | Bursts into a column of flame on impact. | |||
Elwind | Can meteor smash opponents. | |||
Rosalina | Luma Shot | When distanced, Luma can be called back. | ||
Star Bits | * | * | *Only the two custom variants are projectiles in "Smash 4"; the standard move is not, which means it is neither reflectable or absorbable. As of Ultimate it is a projectile. | |
Ryu | Hadoken | A slow, blue energy projectile. Input Hadoken is larger and deals more damage. Shakunetsu Hadoken is orange, fiery, and deals multiple hits. | ||
Samus | Charge Shot | Follows straight trajectory; chargeable. In Smash 64, it can go on for an infinite distance. From Melee onward, it will disappear if it doesn't hit anything for a few seconds. In Ultimate, the move can now be charged in midair, or be cancelled by jumping or air dodging, as with other chargeable moves. | ||
Missile | Can fire a homing missile or super missile. | |||
Bomb | Detonates either instantly upon contact with an opponent, or from Brawl onward, after a set period of time. In SSB4, the explosion can be absorbed, but the hit right before it cannot. | |||
Simon | Axe | Travels in a parabolic arc. | ||
Cross | Tries to return to Simon. Goes farther by flicking the joystick. | |||
Holy Water | Drops diagonally downwards. Can be caught and used as a regular item that can be used against Simon. | |||
Sheik | Needle Storm | Can be tilted up and down. Can be charged forever, but only six needles can be held and fired. | ||
Vanish | Considered a projectile because the explosion and hitbox do not follow Sheik. | |||
Burst Grenade | Only the explosion can be absorbed. | |||
Snake | Hand Grenade | Can be picked up, grenade itself does not cause flinching and can be tilted forward and backward (when tilted backwards it will fall next to Snake). Can also injure the user. Detonates after few seconds. Does not explode on contact. | ||
Remote Missile | Controllable. Shielding against it makes the user lose control of its trajectory. | |||
Cypher (once let go of) | ||||
Up smash | ||||
Down smash | ||||
C4 | ||||
Taunt | Affected by gravity. Can be picked up by opponents (while Snake is still inside of it), though only Donkey Kong can move around while holding it. | |||
Sonic | Spring Jump (aerial usage) | |||
Toon Link | Hero's Bow | Can be charged, and held forever (three seconds in Ultimate) before releasing. The charge affects the firing speed and distance. | ||
Boomerang | Tries to return to Toon Link. Can be angled. | |||
Bomb | Produces a bomb item. Explode after some seconds. Can damage the user. | |||
Villager | Forward smash | Drops a bowling ball. | ||
Forward aerial | Fires a slingshot pellet. | |||
Back aerial | Fires a slingshot pellet. | |||
Lloid Rocket | Explodes after a while or after hitting an object. Explosion alone can be absorbed. | |||
Timber (cut tree and woodchip) | ||||
Wario | Wario Bike (once dismounted, can be thrown) | Can be destroyed (resulting in two tires that can also be picked up and thrown in Brawl). | ||
Wii Fit Trainer | Sun Salutation | Also heals the user when fully charged. Can be absorbed immediately after charging is finished. | ||
Header | Shoots a soccer ball at a downward angle; acts as a melee attack in close ranges that can meteor smash. | |||
Wolf | Blaster | Follows straight trajectory; acts as a melee attack in close ranges. | ||
Yoshi | Egg Throw | Can be tilted forward, backward, up and down (when tilted backward the egg will go next to Yoshi). Holding down the special button will make the egg travel further. | ||
Yoshi Bomb (stars) | ||||
Young Link | Fire Bow | Can be charged, and held forever (three seconds in Ultimate) before releasing. The charge affects the firing speed and distance. | ||
Boomerang | Tries to return to Young Link. | |||
Bomb | Produces a bomb item. Explode after some seconds. Can damage the user. | |||
Zelda | Din's Fire | Reflectors cannot affect the projectile as it is traveling, but they will reflect the explosion. | ||
Phantom Slash | ||||
Zero Suit Samus | Paralyzer | Stuns opponent in place. Chargeable for a limited amount of time. |
Characters without projectiles
The following playable characters currently lack any projectiles.